My rockstar Infernal needed a sick guitar, so I made this.

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Screaming Devil

Screaming Devil (Artifact 5) Screaming Devil is a shamisen made to a grimcleaver’s proportions and given the same deadly edge. Forged of vitriol-tainted orichalcum tainted and strung with malfean brass. The vibrating of its strings has all the seeming of a screaming demon. Screaming Devil’s str...

Here's a preview of the first charm to entice y'all to click the link:

A Motley Crew

Cost: 1m

Mins: Essence 1

Type: Simple

Keywords:

Duration:
One Scene

Prereqs: -

This charm summons a disreputable collection of first circle demons, the souls of those used to forge this artifact artifact. These demons come equipped with musical instruments which double as weapons and obey the wielder as if bound. These demons are treated as a size 1 battlegroup using the statistics below.

The Motley Crew

Essence: 2; WP: 5; Join Battle: 6 Dice

Personal Motes: 70

HL: -0/-1x3/-2x3/-4/Incap

Actions: Music (12), Partying (10), Dance (10), Resisting (the effects of) Drugs/Illness/Poison (8), Strength (8), Threaten (7), Athletics (6), Senses (6), Make alcohol/drugs (6), Craft: Musical Devices, Jury Rigging (6), Occult (5)

Combat: Attack (Instrument): 11 Dice (Damage 15), Attack (Grapple): 8 Dice (10 dice to control); Combat Movement: 7 Dice, Evasion: 1; Parry 5

Offensive Charms:

As Blood Ape

Performance Charms:

The Show Must Go On (6m, Supplemental, One Scene, Essence 2):

While the Motley Crew is playing music, characters must pay a point of WP to attack them. This charm deactivates if the Motley Crew engages in combat and cannot be activated again for the rest of the scene.

Mesmerizing Typhoon of Sound and Fury (6m, Simple, One Scene, Essence 2): The Motley Crew spends 6 motes and rolls their [Music] in dice. Any target with a Resolve lower than the rolled successes cannot leave the scene and must pay attention to the band for as long as they play. This can be resisted for 2 WP.

Misc Charms:

As Blood Ape

Special Notes:
The Motley Crew may make a variety of psychedelics and minor magic drugs and brews. These range in effect from intoxicants which give brief glimpses of the future to alcohol which allow the drinker to spit flames (treat as a Flamewand with one shot). It is unclear where the crew get the ingredients for these creations, but they can teach their user how to do the same.
 
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Have to say, I'm a fan of the plot seed they've said will be in the Companion that says "Oh yeah, there's an Octet city that somehow got ISOTed into the depths of Creation at some point" as a plot hook. Anything that lets you integrate Alchemicals into a mainline game without starting an apocalypse is very nice.
 
Backed with $65 bucks (went with the 2nd package but got a couple of goodies I'd neglected in the past) I didn't know much about Alchemicals before reading that manuscript, just that they can turn into Colossi, then big cities, were robo-people and their charms are installed rather than learned.

I'm thoroughly intrigued by what we're being told so far.

Also, this joke came up in one of my current Discords:

Glorious RPG Funding Method
Cost: 5m, 1wp (+3m) Mins: Bureaucracy 5, Essence 2
Type: Simple
Keywords: Apocryphal, Psyche, Stackable, Perilous
Duration: One task
Prerequisite Charms: Devoted Fan Attraction

Through the momentum of past successes and the trust of the community around it, the RPG has gained a rabidly devoted fanbase.

The RPG may activate this charm while undertaking a project with to obtain resources or to gain new Story merits. At the end of the project, the RPG gains Resource dots equal to the dots of Followers, Cult, or similar merits representing a large and devoted group willingly giving the RPG their money. These dots of resources last until the end of the current story. The group must be reasonably expected to be able to acquire resources (a group of followers relying entirely on the RPG for money would not count).

This charm can be used multiple times per merit, but each set of Resource dots is counted separately. It may also be used on an ally's project, but the ally gains the Resources.

If the merit used for this charm was previously created through Devoted Fan Attraction, you may pay a 3m surcharge to also reduce the interval of time required for the project by 1 step per dot of the merit: years to seasons, seasons to months, months to days, days to minutes.
 
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Wars in Autocthonia must be an absolute goddamn shitshow.

Creation gets to have fun with Bleach swordfights on pirate ships. These machine-world fucks live in sapient cities that fire GBEs at each other, and that's when you don't have to contend with Tetsuo the Iron Man and his million cousins, except they're also Kaiju because the god you live in has cancer.

Huh, that last part kinda reminds me of Bionicle.
 
Wars in Autocthonia must be an absolute goddamn shitshow.

Creation gets to have fun with Bleach swordfights on pirate ships. These machine-world fucks live in sapient cities that fire GBEs at each other, and that's when you don't have to contend with Tetsuo the Iron Man and his million cousins, except they're also Kaiju because the god you live in has cancer.

Huh, that last part kinda reminds me of Bionicle.
I feel like, with the distances between Autochthonian nations, and how cramped and hard to navigate the confines of the Reaches in between them are, war in Autochthonia is probably not going to look like cities launching anything at each other, and is probably going to involve a lot more brutal small unit tactics and horrifying civilian casualties whenever you do anything significant to each other, unless 3e changes how Autochthonia is depicted really significantly. We'll see once the setting content drops in a couple weeks, but this was a factor in how things like Alchemical War charms were written previously as well.
 
Yeah at least back in 2e, the face of Autochthonian wars was more squirrelly tunnel-fighting with crossbows amid horribly dangerous terrain.
 
Just gimme an essence cannon charm so I can shoot a big laser using both hands and I'll be happy.
 
A charm that let's an exalted detect, and at greater cost, mark and alert all present to the presence of a blighted seems worthwhile. Afterall they are dark tunnel ambushers sometimes.
 
Huh, that last part kinda reminds me of Bionicle.
I still need to find a good time and place to remember to actually back the campaign so that I can read the manuscripts, but I will say that the thing I hope for the most with this editions take on Autochthonia is there will be at least some degree of techno-organic middle ground between the Alchemical Exalted and thaumaturgical stuff mortals might be doing to help them survive in their environment, and any else with meat being void cancer, so that we can have creatures akin to Rahi or story beats where the Toa get "mutated" and don't go irrevocably insane. The way Bionicle unapologetically swings between extremes of mechanical and organic and technological and flat out magic always felt like it should be perfect fodder for Exalted and the Alchemicals in particular, but previous editions took one of those four extremes and filled it entirely with void cancer, carving away massive chunks of what you could actually use from Bionicle in a non-antagonistic fashion.
 
I still need to find a good time and place to remember to actually back the campaign so that I can read the manuscripts, but I will say that the thing I hope for the most with this editions take on Autochthonia is there will be at least some degree of techno-organic middle ground between the Alchemical Exalted and thaumaturgical stuff mortals might be doing to help them survive in their environment, and any else with meat being void cancer, so that we can have creatures akin to Rahi or story beats where the Toa get "mutated" and don't go irrevocably insane. The way Bionicle unapologetically swings between extremes of mechanical and organic and technological and flat out magic always felt like it should be perfect fodder for Exalted and the Alchemicals in particular, but previous editions took one of those four extremes and filled it entirely with void cancer, carving away massive chunks of what you could actually use from Bionicle in a non-antagonistic fashion.
IIRC 2e had cybernetic stuff. It used the mutation rules
 
I really hope we're getting rid of the Exemplar keyword, because "If you want the coolest Alchemical toys, you must have high Clarity" isn't a mechanic I liked.
 
I also hope they do away with Protocol Weaving. Every worthwhile part of it could be covered by a Sorcery initiation and a few spells.

Seems like you got your wish;

Sorcery and Necromancy

Alchemicals must permanently install Man-Machine Weaving Engine (p. XX) to learn sorcery. They can
initiate into sorcery's Celestial Circle. Spells don't require Charm slots.
Apostates have access to a forbidden, blighted Charm that mirrors Man-Machine Weaving Engine, but for
necromancy. They can initiate into necromancy's Shadow Circle, but can't use Celestial Circle sorcery.

I'm gonna guess Weaving Engine functions as a splat specific Initiation for Alchemicals.
 
Got another commission of the most annoying Dragon Blood in the Scav lands. Kinda of person who gives zero shits to how they look but with enough clout people are forced to tolerate it lol. Artist
 
I also hope they do away with Protocol Weaving. Every worthwhile part of it could be covered by a Sorcery initiation and a few spells.

It's confirmed gone, it's just a Sorcerous Initiation now. Alchemicals get Emerald and Sapphire Circles by default (Or Ivory and Shadow Circles if you're an Apostate, but you don't get to dip the other side either way). They're also Martial Artists who don't suffer the Terrestrial Keyword but also don't get the Mastery One, so they're middle of the road there. They're also excellent Artifact users on par with Solars, because they're omni-Neutral with Resonance to their Caste Material, but can get Resonance with any material they want as a Charm.

Other interesting details--it confirms that "Yes, there were a small number of Alchemicals present in the Great War as a sign of solidarity Autochthon had with the others, and more still that were built but never deployed that occasionally activate. You don't need a huge vats infrastructure to get stronger, and there's at least one Autochthonian Metropolis that somehow ended in the depths of Creation somewhere that you can use if you want a little Autobot flavor without starting an apocalypse." As well as "Clarity is not an intended design function, and even a Metropolis can stave it off indefinitely as long as they actually engage with their citizenry. It's how the Great Curse manifests for them, it's just one of the weakest possible manifestations of it because the Great War's belligerents barely noticed the Alchemicals, few as they were, so they got about the same dose as the Dragon Blooded did." Even then, Clarity is less "Fuck You" and more "For a community based Exalt, something that makes you struggle to relate to your Community isn't ideal, even if it makes you smarter"

Also, you absolutely can make Alchemicals even in Creation, it's just extremely difficult because the materials you need are all over the god damn place (Soulgems, for instance, are extremely rare and poorly understood outside of Autochthonia, where they're mass produced), and you'd need to find a copy of the schematics to boot, which are in some of the deepest holes out there. You can even have Metropoli take root in Creation, you just need to do some work setting up the foundation for it first.

EDIT: Oh yeah, and Adamant Caste isn't a boogeyman Caste anymore. They're as much a part of the system as the others. There are Secret Agents of the Divine Ministers, but they're from all Castes instead of just a single one, and it's possible to even be accepted as a volunteer--it's just extremely uncommon to do so.
 
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Most of that sounds good. Mechanical stuff sounds sound, and the Creation stuff is probably necessary for playability. Not sold on the Adamant change, but that's pretty minor in the grand scheme.

If you build an Alchemical in Creation, does that make Autochthon aware of you and the world around you?
 
Wouldn't the need for the will of Autochthon to finalize the Exaltation process still be a limiting factor in Creation what with him being behind the Seal of Eight Divinities? (Is he still behind the Seal of Eight Divinities?)
 
Wouldn't the need for the will of Autochthon to finalize the Exaltation process still be a limiting factor in Creation what with him being behind the Seal of Eight Divinities? (Is he still behind the Seal of Eight Divinities?)
He is still behind the Seal, and as far as I can tell from what I've heard the process is already finalized, it was finalized several thousand years ago. They were just put into stasis/cryosleep.
 
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